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macklebee

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Blog Comments posted by macklebee

  1. LE2:

    COLLISION_NONE=0
    COLLISION_PROP=1
    COLLISION_SCENE=2
    COLLISION_CHARACTER=3
    COLLISION_TRIGGER=4
    COLLISION_AILINEOFSIGHT=5

     

    ok understand about debris... but does that mean we can expect breakable objects inherent within LE? As for the PROP, isn't it missing a collision response for scene and other props?

  2. what would you consider the difference between a PROP and DEBRIS?

     

    in LE2.X, a PROP is anything basically other than a scene or character and would collide with a scene or character or another prop... here you are showing the default for a PROP only collides with a character but not a scene or prop? Has DEBRIS replaced PROP? but yet DEBRIS will not collide with other DEBRIS?

     

    ugh... you changed the constant values... thats going to get me a couple of times in the future i just know it! :)

  3. Submeshes refers to having multiple meshes in one model - mesh hierarchy. The old windmill that came with the original 2.3 SDK is an example of this as well as the monstertruck and the viperscout that currently comes with the SDK. It allows you to create a complex model inside your modelling app and then obtain access to the separate meshes via FindChild()... like the blades in the windmill which lets you rotate them separate from the rest of the model or find the tire location of the monstertruck so you can easily attach physics tires.

  4. how do multiple functions from different scripts work with each other? like if you attached the animation script and the mover script together on one object, how would you differentiate between the two Pause functions? this seems alot more complicated than to just create one script which handles what you need.... :)

     

    and shouldn't that animation script be using actor:Draw() instead of Update()?

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